TheDeadlyShoe wrote:i think if an important goal is keeping things fast & smooth... ground troop logistics should be abstracted as much as possible, rather than involving a bunch of clicking to pick up units and interior transportation. MoO3 logistics abstraction is a good example.
if a tank (as per design doc) is produced, it could go into a global tank pool. This pool is listed at the top, ala money. Troop transports draw units from this pool and can only do so at a friendly system (with a certain structure? with a space station??). This sort of mechanic could also be used for exotic weapons or super weapons, like say a singularity missile or plague bomb.
the principle drawback of such a system is being able to concentrate forces relatively quickly.
Arioch wrote: the entire point of introducing distinct ground units (instead of the current abstracted planetary assault force modules) is to require some logistical planning in planetary invasions.
echo2361 wrote:Arioch wrote: the entire point of introducing distinct ground units (instead of the current abstracted planetary assault force modules) is to require some logistical planning in planetary invasions.
I agree with this line of thinking. Conquering an entire planet full of aliens should take some serious amounts of logistical planning and preparation. As such, the game play mechanics should reflect this necessary level of complexity.
Users browsing this forum: No registered users and 70 guests